Footpad-based game and gaming system

ABSTRACT

Described herein are games and game systems including a text messaging phone keypad foot mat. The phone keypad foot mat typically includes regions similar to the buttons of an enlarged telephone keypad. A user can step on these input regions (“buttons” or “keys”) to type a text. Thus, a player “types” a text message by stepping or dancing on the keyboard foot mat similar to the way that a text message may be typed by hand on a telephone keypad (e.g., sending a text message from a cell phone). Various games can be played using the devices, systems and methods described herein.

CROSS-REFERENCE TO RELATED APPLICATIONS

This patent application claims priority to U.S. Provisional PatentApplication Ser. No. 61/032,854, filed on Feb. 29, 2008, titled (“TXTIT: A Physical Activity-Promoting Game”) and to U.S. Provisional PatentApplication Ser. No. 61/032,876, filed on Feb. 29, 2008, titled(“HONEYCOMB: A Physical Exercise Game”).

BACKGROUND OF THE INVENTION

Childhood obesity is on the rise both within the United States andthroughout the world. This condition poses a serious problem not onlyfor the affected children, but for the burden on public health and thehealthcare system at large. Obesity is associated with manycomorbidities, including vascular diseases such as hypertension andheart disease, chronic inflammation, depression and metabolic diseases,such as glucose intolerance, insulin resistance, as well as full blowntype 2 diabetes.

In addition to extensive documentation of the association betweenchildhood obesity and poor health outcomes, a number of studies documentthe positive effects that physical activity has in reducing the risk ofpoor health outcomes associated with obesity, including reductions inthe development of diabetes and heart disease. Physical activity alsohelps control weight, promotes psychological well-being, and reduces therisk of premature death. The Centers for Disease Control and Prevention(CDC) recommend that young people engage in at least 1 hour of moderateto vigorous physical activity each day to maintain good health.

While the positive effects of regular physical activity are welldocumented, motivation to maintain adequate levels of activity over thelong term is often lacking. Many young people engage in sedentarybehaviors (e.g., watching TV, surfing the Internet) and do not meet theCDC recommendations for physical activity. Research has found thatphysical activity rates decline with age among young people, withoverall levels of physical activity typically beginning to decrease whenchildren are of middle school age.

It is recognized that fun, engaging games or related products thatrequire physical activity can be a way to increase physical activityamong young people. To succeed in increasing physical activity, gamesneed to appeal to the target population and to fit easily within theexisting social, educational, and cultural environment.

Accordingly, there is a need in the commercial and healthcare productmarkets for smart games and related products that address and counterthe growing tendency toward sedentary behaviors and that are directedtoward the specific goal of increasing the overall level of physicalactivity of those who play the game or use the product. To succeed inthis goal, products need to be easy to use, and have an immediate andenduring appeal that can be sustained over the long term. It is furtherdesirable that such products are safe and require minimal adultsupervision. Most of all, the games must be effective at theirfundamental goal, which is to increase levels of physical activity.

A number of games have been described including floor mats such as dancemats. For example, “Dance Dance Revolution” and similar games use adancing mat or stage to score the guided motion of a player. However,these and other, similar, foot-pad or mat type game systems often do notprovide lasting interactivity and educational benefits. Examples of suchdance-mat or foot-pad inventions may be found in US patents includingU.S. Pat. No. 4,720,789, which describes a game including a pressure padthat inputs foot position on the pad. Similarly, U.S. Pat. No.6,600,477, U.S. Pat. No. 6,091,402 and U.S. Pat. No. 6,600,477 teachmethods of inputting data using a sensing pad having a “supportassembly” and “foot motion indicator” on the shoe. U.S. Pat. No.5,139,261 also teaches games that use foot position as an input, andU.S. Pat. No. 5,943,044 describes a specific way to determine footlocation using a foot pad. In addition, such games do not provide anetworking or online component which is desirable for ensuring asustainable and appealing gaming experience.

Thus, there is a need for a game or game system that can be botheducational and can provide beneficial exercise, particularly tochildren. The text messaging game systems described herein address manyof these issues.

SUMMARY OF THE INVENTION

Described herein are games and game systems including a foot pad basedinput. For example, the games and game systems may include a textmessaging keypad foot mat; the foot mat may be configured as aphone-type keypad. The keypad foot mat is typically a floor mat, stageor area that includes a plurality of regions representing buttons orinputs. For example, the keypad foot may include regions similar to thebuttons of an enlarged telephone keypad. The “buttons” of the keypad onthe foot mat typically correspond to an input region on the keypad footmat. A user can step on these input regions (buttons) to type a “textmessage.” Thus, a player “types” text by stepping or dancing on thekeyboard foot mat similar to the way that a text message may be typed byhand on a telephone keypad (e.g., sending a text message from a cellphone). The foot mat may be labeled with alphanumeric characters (e.g.,numbers and/or letters), phrases, or functions (e.g., shift, control,alt, etc.).

In general, the games and game systems described herein may also includeone or more controllers, for receiving and/or transmitting signals fromthe foot mat. The controller may be a dedicated controller (e.g.,connected to the foot pad or part of the foot pad) and may include aprocessor, or it may be software, hardware, and/or firmware thatconnects to a computer processor. The computer processor may be adesktop, laptop, or other general purpose computer. In some variations,the system is configured to be directly connected to a display such as atelevision or other monitor. The system may be configured to plug intophone (including mobile phones and non-mobile phones), PDA, or any otherelectronic communications device.

In some variations, the game systems include game logic configured torun or operate the game.

The games and game systems described herein may be used as part of aninteractive game, in which a subject (e.g., player) sends or receivesmessages (responses, questions, etc.) to one or more other subjects. Asused herein a ‘subject’ may include a player, including ‘virtual’players (e.g., computer-simulated players), particularly in multi-playerembodiments. In addition, the games and game systems may include or beoperated with a remote digital game media, such as a website, or otherdigital media. The remote digital media may send and transmit messagesbetween users (e.g., text messages sent by the foot pad) as part of thegame. In some variations, the remote digital media may be used toregulate, score, and set up the games.

Thus, a text messaging exercising game may include a text messaging footmat for inputting text messages, and a controller for transmittingsignals from the foot mat (and possibly interfacing with a displayand/or a remote digital media). The controller may also be configured toscore the text messages sent by the user.

For example, a text messaging exercise game system may include a keypadfoot mat having a plurality of input regions for inputting alphanumericcharacters (wherein the mat is configured to resemble a keypad, and toallow a user to input text by stepping on the input regions); and a gamecontroller configured to receive data input from the keypad foot mat astext, and to output the text message to be displayed by an outputdevice. The game controller may be a console. The keypad foot mat may beconfigured as a phone keypad.

In some variations, the system also includes an output device configuredto display the output text message. Any appropriate output device may beused, including a screen such as a video screen, a TV monitor, or a cellphone. The system (e.g., the game controller) may also include an outputinterface for formatting or preparing the output for display. Forexample, the output interface may configure the output for video displayor for transmission as a text message to another phone Multiple types ofoutput may be provided by the system, for example, video, graphical,text, audible (e.g., music, or other sounds), etc.

The keypad foot mat may be an actual mat (e.g., a flexible mat) or itmay be a stage. In some variations the foot mat is a projected imagefrom which foot movements can be detected. The keypad foot mat caninclude an enlarged image of a phone keypad, in which the input regionscorrespond to buttons on the image of the phone keypad. The inputregions of the phone keypad foot mat may each include one or moresensors configured to detect a user stepping on that input region. Forexample, the sensor may be a pressure sensor. Other devices and methodsof detecting foot motion on the phone keypad foot mat may be used,including visual detection.

The game controller may include one or more processors for controllingthe game play, and/or for translating the detected foot motions intotext messages. For example, the game controller may include a processorconfigured to provide a first message output that a player can respondto using the phone keypad foot mat.

Also described herein are text messaging footpad game systems including:a phone keypad foot mat having a plurality of different regionscorresponding to alphanumeric characters (wherein the mat is configuredto allow a user to input text by stepping on the mat regions); and agame controller functionally connected to the phone keypad foot mat, andconfigured to provide a first text message to be responded to, andfurther configured to receive a response text message from the phonekeypad foot mat, and to output a score based on the response and thefirst text message.

Also described herein are methods of playing a text-based game. Thesemessages may include the steps of: presenting a first message; receivinga response text message from a phone keypad foot mat; scoring theresponse text message based on the first message; and providing anoutput based on the score or the response text message. Alternatively,the game could require the player to repeat whatever text is displayedon the screen and provide a score based on accuracy and speed.

The step of receiving the response text message may involve receivingthe message letter-by-letter or otherwise. For example, the gamecontroller may receive each letter as the player types it (includingbackspace, delete, corrections, and arrow keys), or the game controllermay wait until a ‘send’ key is pressed. The response message may bedisplayed (e.g., on a screen) as the player types it.

In some variations, the method also includes the step of detectingfootsteps on the phone keypad foot mat to generate a response textmessage. In general, steps (“typing”) on the footpad may be detected inany appropriate manner, as mentioned above. For example, steps may bedetected by sensors on or in the pad (e.g., pressure sensors, motionsensors, etc.) or they may be detected optically (e.g., by a camera).

Game play may be timed (e.g., based on how long the player takes totype/respond to the first message). Thus, the method may also includethe step of timing the receipt of the response text message. Scoring theresponse text message may be partially based on the timing of thereceipt of the response text message (e.g., time to hit ‘send’). Thetiming may be adjusted for the length of the response (number ofalphanumeric characters, etc.) and/or for accuracy of what was sent.

In some variations, scoring the response text message is based on howsimilar the response text message is to the first message. For example,the game controller may provide a message (e.g., a text message) to becopied as the response text message. This may serve as a tutorial on howto text message.

The game may also include a reward based on the score. For example,based on score, the player may be rewarded with digital (e.g., online)rewards, or with free text messages, or the like. Rewards may beredeemable coupons or points that accumulate over time and can be cashedin for rewards.

Animations (e.g., video animation) or video displays may be shown aspart of the scoring or in response to a score. Thus, the method mayinclude the step of displaying an animation based on the score or theresponse text message.

In general, the method of playing a text message game may also includethe step of displaying the first message, the response text message,and/or the output. All of these may be displayed or otherwiserepresented, or only a subset of them.

Any appropriate game may be played with the game system as part of themethods described herein, including trivia games, word games, lettergames, puzzle games, etc. Thus, the game controller may provide a firstmessage that is a question to be answered as the response text message(e.g., “What is the capital of Germany?”). The game controller mayprovide a first message that is a puzzle to be solved as the responsetext message (e.g., “Unscramble the animal: arfifge!” or “come up withas many words as possible from the following letters: DULBMET”). Otherexamples of word games similar to hangman, Boggle™, Scrabble™, etc. Thecontroller may provide the first line in a well known quote or phrasethat is to be completed as the response text message (e.g. “Early tobed, early to rise . . . ”). The text based (e.g., word) games that maybe played with the game systems described herein may be educationalgames, such as games that help improve vocabulary or spelling. Forexample, the game may announce (e.g., via sound) a word to spell and askthe players to spell it correctly. Alternately, the game could provide adefinition and ask the player to type the corresponding word.

In particular, the games and the game systems described herein may bemultiplayer games. One or more of the players in the multiplayer gamemay be a computer generated or controlled player. A multiplayer game maybe played using a single keypad foot mat, or a plurality of keypad footmats. The players may be in the same location, or they may be located(and playing) remotely of each other. For example, players may beplaying from different locations after logging into an interactive media(e.g., website or webpage) to connect to other players. Players may playagainst each other simultaneously or sequentially, and may play againsteach other individually or as teams. For example, in one variation,multiple payers could enter text from their own (e.g., multiple) mats,racing to answer a trivia question the fastest.

Also described herein are text messaging exercise game systems that areconfigured for playing with one or more other remote players. Forexample, the players may be networked or may communicate through adigital game media such as a website or webpage. The digital game mediamay include social networking, and may control aspects of game play,including player selection, game selection, game operation, scoring,etc. For example, a text messaging exercise game may include a keypadfoot mat having a plurality of different regions corresponding toalphanumeric characters (wherein the mat is configured to allow a firstuser to input text messages by stepping on the mat regions), a remotedigital game media is configured to receive input from the first remotekeypad and to transmit the received input to a second user, and a gamecontroller functionally connected to the keypad foot mat, the gamecontroller configured to transmit a text message from the keypad footmat to a remote digital game media and to receive messages from theremote digital game media.

As mentioned above, the game system may include a display that isconfigured to display the messages received, e.g., from the remotedigital game media. The remote digital game media may be configured toreceive input from a plurality of remote keypads and to transit thereceived input to a plurality of users.

Also described herein are methods of playing one or more games using thegame systems described herein. For example, described herein are methodsof playing a text based (e.g., text messaging) game including the stepsof: presenting a first question; receiving a response text from a keypadfoot mat; scoring the response text based on the first question; andproviding an output based on the score or the response text. The firstquestion may be related to the nature of the game. For example, thefirst question may be related to a text based game such as hangman,spelling game, quiz games, number games, vocabulary games, or the like.

INCORPORATION BY REFERENCE

All publications and patent applications mentioned in this specificationare herein incorporated by reference in their entirety to the sameextent as if each individual publication or patent application wasspecifically and individually indicated to be incorporated by reference.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates schematically one variation of a game systemdescribed herein, including a digital interactive (game) media.

FIG. 2A illustrates operation of one variation of a game system asdescribed herein.

FIG. 2B shows another variation of the game system.

FIG. 2C illustrates a variation of a game system including a desktopkeypad widget.

FIG. 3 is a schematic diagraph illustrating one variation of a gamesystem as described herein.

FIG. 4A is one example of a phone keypad.

FIG. 4B is an example of a computer keypad that may be use as a templatefor the keypad foot mat described herein.

DETAILED DESCRIPTION OF THE INVENTION

In general, the games and game systems described herein include one ormore keypad mats that may be used to “type” text by jumping, stepping,walking or otherwise touching various regions of the mat. These gamesand game systems may also include a game controller configured toreceive and transmit signals from the keypad mat and to pass thesesignals on (e.g., as text messages) to an output device. The outputdevice may be a monitor (e.g., screen, computer monitor, television,phone monitor, etc.). Any of the text entered by the device may bereferred to as text messages. Shorthand text messages (e.g., “txt msgs”)may also be used. In general, the phrase “text message” may include, butis not limited to, shorthand text messages.

A keypad mat may be used to play a variety of games, particularly gamesinvolving text messaging, and may be used to send text messages as partof the game. For example, a text messaging game system may include akeypad mat for typing text messages by foot movement that is configuredas a phone keypad. The phone keypad mat may be configured as a foot or“dance” mat that looks like a cell phone keypad. The game controller maybe a small game box that is attached to (or integral with) the mat. Thegame controller and/or the mat can then connect to an output device,such a television, computer, cell phone, or other display.

Some variations of the game systems described herein may be referred toas “Txt It!” game systems; similarly any of the games described hereinmay be referred to as a game of “Txt It!” Other examples of games thatmay be played include text based (or word) games. Non-text based gamesmay also be played. Examples of non-text message games that may beplayed can be found in the co-pending application titled “PHYSICALEXERCISE VIDEO GAME METHOD AND APPARATUS”, filed concurrently herewith,claiming priority to U.S. Provisional patent application Ser. No.61/032,876, the entire content of which is herein incorporated by itsentirety. Thus, the game systems described herein may be configured toplay one or more text based (or non-text based) games. For example, thegame system including the controller may be configured to play one ormore games, by having game logic (e.g., software, hardware, firmware)that is executable by the controller and/or other components of the gamesystem, including a processor. In some variations the game systems maybe operated with an interactive digital media, such as a webpage,website, computer software, etc. Thus, a game or game system may uploador download information to/from the interactive digital media, includinggame logic (for running or playing game), user information (name, age),scoring information, or text messaging information.

As part of the text-based games, a player (or players) can send textmessages or text responses using the keypad foot mat. For example, auser may send or receive a text message by dancing, walking, steppingon, or otherwise touching the keypad foot mat. A typical keypad foot mayinclude a plurality of regions which may be used to define characters,numbers, or control functions (e.g., shift, control, etc.). Because thesize of the keypad foot mat is intended to be conducive to physicalactivity (e.g., exercise), the keypad foot mat may have a limited numberof “keys”. For example, in some variations, less than or about 15 (e.g.,3×5) keys may be used, less than or about 12 keys (e.g., 4×3). A keypadfoot mat may also include more than this number of keys; for example, inone variation, the keypad foot mat includes the same number of keys as acomputer keyboard (e.g., more than 50 keys). Examples of keypad footmats are provided below.

Many different games may be played with the game systems describedherein, including tutorial (e.g., learning) games, word games, numbergames, quiz or trivia games, puzzles, and the like. In all of thesegames, the player may enhance their skills at text messaging whilemoving their body (particularly their feet) to spell messages. As usedherein, “text based games” include number games and any games usingalphanumeric characters.

The game systems described herein may be played with one or more users.As mentioned above, the games may be played interactively with multipleplayers playing online or in the same location. For example, any of thegames described herein may communicate with an interactive media such asa website or webpage that allows multiplayer interaction. FIG. 1schematically illustrates one variation of a game system that isconfigured to communicate with an interactive media such as a website.

In FIG. 1, the “first user” 131 may use a game system including any ofthe components described herein, such as a keypad foot mat 100, acontroller 103, a processor 121, a display 105, and an output 123 fortransmitting information (e.g., text messages) to another player ornon-player. The keypad foot mat may be configured as described herein.For example, a keypad foot mat 100 may include a plurality of regionsthat are configured to be separately stepped on. These regions mayinclude a sensor or sensors for determining when the player steps onthem, or a detector (e.g., camera, IR detector, etc) may be used. Insome variations, the detector is a pressure detector incorporated intothe mat 100. The mat 100 may be labeled indicating the alphanumericcharacter(s) that can be sent from that ‘key’ or region, or the functionof that region (shift, control, etc.). They keypad foot mat may be anysize and shape, particularly sizes and shapes appropriate to beingselectively stepped, jumped, or walked on. Thus, each key may be between6 and 18 inches long, and/or separated by a region that is not pressuresensitive or does not trigger a keystroke. The keys may be arranged inany appropriate manner. For example, keys may be arranged in a grid(e.g., square grid), a radiating circular pattern, or the like. In somevariations, the keys may be arranged in a pattern similar to a telephonekey pad, as described in more detail below.

Each key or region of the pad may correspond to one or more alphanumericcharacters or phrases. In some variations the same key or region may beused to signal a plurality (e.g., three or four) text characters ornumbers, and in operation, a particular alphanumeric character (orphrase) may be selected by repeatedly jumping on the key or region,similar to manual text messaging. In other variations, a combination ofkeypad ‘moves’ may be used to select one character (or phrase) from aset of characters or phrases corresponding to the keys. As mentioned,the keys or regions of the pad may be labeled or unlabeled. For example,in some variations the keys or regions are not labeled on the pad, butare indicated on a display 105.

As mentioned above, a controller 103 (or controllers) may be connectedto or integral with the keypad foot mat. The controller typicallyreceives text input from the keypad foot mat and transmits or forwardsit on (e.g., for display and/or transmission). The controller mayinclude a processor 121, or a separate processor 121 may be used. Theprocessor 121 may be a dedicated processor (for running the game logic,software, and/or firmware), or it may be a general computer (e.g.,desktop or laptop). For example, the processor may be a computer that isconfigured to run the game logic (software) and send instructions to thecontroller and receive input from the keypad foot mat 100. Thus gamelogic (not shown) may be included as part of the system. In somevariations, the processor may also receive instructions and/or dataaffecting game play from the interactive media, such as other software,webpages, or the like.

Any appropriate display 105 may be used. A display 105 may be adedicated display (e.g., part of the game system), or it may be amonitor, television, etc. For example, when the processor is a desktopor laptop computer, the monitor for the computer may be used as thedisplay. For example, the game system may include a keypad foot mat 100and a controller 103 that is configured to connect to a computer foroperation. The computer (not shown) may run the client software forplaying a game (e.g., a text game) using the keypad foot mat 100 andcontroller 103.

In some variations, the system may also include an output 123 forsending (and/or receiving) text messages generated by the keypad footmat 100 and controller 103. The output may be an output to a telephone(e.g., cell phone) or a wireless connection, or an output to an internetor other digital medium. In some variations the controller may beconfigured to connect to a cell phone directly, so that text messagescan be generated and sent by the keypad foot mat and sent/received bythe cell phone. Alternatively or additionally, the game system may beconfigured so that text messages may be sent to a target cellular ormobile device (e.g., cell phone) or email system as part of the game.

In FIG. 1, the first user 131 includes at least some of the componentsshown in the game system such as the keypad 100, controller 103,processor 121, display 105, and (optional) output 123. These componentsmay be integral (e.g., parts of a single component), or they may bewirelessly or wired to connect. The system may be connected eitherdirectly or remotely (e.g., wirelessly) to an internet connection andthereby connect to an interactive media 150 such as a webpage.

Thus, the game system may be configured for operation with a website orwebpage. In some variations, the game system include game logic (e.g.programming, software, firmware, etc), that controls or regulates gameplay. The game logic may be local (e.g., it may be run or executed onthe processor 121 of the system), or it may be distributed. For example,a ‘client’ component may be executed locally, which may interface with aserver (e.g., website).

The interactive media may control aspects of the game play such ascoordinating multiplayer game play. For example, the interactive mediamay coordinate communication between multiple (remotely located)players, picking opponents (players), maintaining scoring, tournamentplay, etc. A player or user may log into the website via a profile thatkeeps historic information (e.g., high scores, etc.). The interactivemedia may include social networking.

FIG. 1 also illustrates how the game systems described herein may beused with multiplayer online play using the keypad foot mat tosend/receive text messages or play other text based games. In thisexample, the first user 131 and the second user 132 are remotelylocated, and game play between the two is coordinated by the interactivemedia 150. Additional players 135 may also play, and may include playersthat are not using a keypad foot system. For example, a player may payusing widget (e.g., a desktop tool) to simulate the keypad foot matsystem 143. For example, FIG. 2C illustrates an example of a desktopwidget 252 used by a player 107′. This player 107′ may remotely interactwith other users who are using the keypad foot system to play.

For example, in one variation of the game, which may be referred to byits own name, such as “What's The Word”, multiple users may interact tosolve word puzzles, answer questions (in a quiz-type format), or thelike, by sending text responses using the keypad foot mats. In somevariations a user may also be permitted to play using a keypad widget143, as mentioned (this type of play may be handicapped). The gamesystem could allow the player to toggle between game play and messaging(e.g., “chatting”) using the same keypad foot mat.

In addition to the multiplayer formats of play, single-user, or tutorialmodes of play may be included. In general, during game play, the playercomposes text messages (which may be shorthand text messages commonlyassociated with cellular or mobile phones, or longhand messages composedof alphanumeric text). In a tutorial, the system may indicate a firstmessage that the player is supposed to ‘copy’ as a text message bystepping, jumping or dancing on the keypad with their feet. The responsetext message may be timed, and checked for accuracy to score. FIG. 2Aillustrates one variation of such a game, in which the player 107 isstepping on the phone keypad mat 101 to copy the message (“Text it!”)that is shown in the upper half of the screen 105. As the player spellsthe text message, the response is displayed on the lower half of thescreen 105. The system may be configured so that the player can selectdifferent difficulty levels.

As mentioned, the output device for the game system may be a computer ora phone (e.g., a cell phone). For example, the game system may be usedto plug into a cell phone, and allow the player to send text messages tohis or her friends while playing.

Playing with the game systems described herein may involve theperformance of dance-like moves involving moving the feet at a fast rateacross the phone keypad mat. Game levels may include a text challengesas well as speed challenges, and play may be single-player ormultiple-player, so that players can compete against each other eitherremotely, for example, through a website, or in the same location.

The interactive media may include multiple games (e.g., a menu of textbased games), as well as allowing social or interactive elements basedon text messaging. For example a websites dedicated to the game system(and compatible with the game system) may allow players to play directlyagainst other players, or to simply text them. The website may alsoinclude downloads of new games, or modifications of games, a bank ofhigh scores, and a reward system. As mentioned, the devices may also beused as part of a social networking website. A player may go onto a gamesystem website and download more games, or upload their high scores, orplay games against other players. The reward system may be based on theplayer score, and may provide prizes such as digital prizes (e.g.,additional games, or the like).

FIG. 3 illustrates one variation of a game system, including variousoptional components. In FIG. 3, a phone keypad foot mat input 201 (alsoreferred to as simply a “phone keypad mat” or a “keypad mat”) isconnected to a game controller 203. As described above, the phone keypadfoot mat input is typically a foot mat that includes a plurality of“buttons” or regions that correspond to alphanumeric characters that maybe used to draft and send text messages. For example, the phone keypadfoot mat may be made to resemble an enlarged phone keypad (e.g., a cellphone key pad) typically used to text message. The phone keypad foot matinput is generally sufficiently large so that the matrix (e.g., 3×5) ofinput regions can fit on it, so that a child and/or an adult can reachand step on any of the input regions while standing on the mat. Theinput regions may be spaced apart sufficiently to allow the player tojump, dance or hop to step on them.

The input regions may also be referred to as buttons or keys. Ingeneral, the input regions are sized so that the player's foot cancomfortably step on it without unintentionally activating adjacent inputregions. The input regions may be marked to indicate the button or keyto which they correspond. For example, the input region may include thealphanumeric keys that can be used to text message.

The phone keypad foot mat input may include an enlarged image of atelephone key pad. FIG. 4A illustrates one variation of a telephonekeypad having buttons that may be used for text messaging. In additionto the standard 12 buttons (arranged as an array of 3×4 buttons) for atelephone key pad, the phone keypad mat, the phone keypad foot mat mayalso include additional input regions that correspond to other phoneand/or cell phone text messaging keys, such as “send”, “shift”, arrowkeys, alt, delete, punctuation keys, symbols, talk, or the like. Asmentioned, the keypad foot mat may also be configured in other ways. Thekeypad foot mat may also be configured similar to a computer keyboard.For example, FIG. 4B illustrates the layout of a computer keyboard.

Returning now to FIG. 3, the phone keypad foot mat 201 may be a floormat, or it may be stage or platform. In some variations, the phonekeypad foot mat is a projected mat that can be projected onto the floor(or another surface). The input regions may include one or more sensorsfor detecting footsteps, or the detectors may be separate from the phonekeypad foot mat. For example, an input region may include a pressuresensor, a motion detector, or the like. Separate sensors may include oneor more cameras for determining position or motion relative to the mat.

In some variations, the system may include one or more sensors fordetermining the position of a players feet and/or hands or other bodyparts. Thus, the system may be configured for the player to send a textmessage (or otherwise enter text) by stepping or gesturing. In somevariations the system does not include a dedicated ‘mat’, but mayproject a ‘mat’ on a surface (or surfaces); individual ‘buttons’ may beprojected, allowing the patient to move to contact these buttons tocreate and/or send a text message. For example, the system may includeone or more sensors configured to connect to the subject's body (e.g.,ankles, shoes, feet, wrists, torso, etc.) to determine position ofvarious body portions. In some variations, the system may include acamera for determining body movement and/or position.

The game controller generally includes one or more processors 215 forreceiving and processing input from the phone keypad foot mat input 101.The processor may provide messages for the player to respond to, mayscore the player input (the received text message) by comparing it tothe message provided or the response expected to the provided message,and may generate a response (including a score) to the player input. Ingeneral, the game controller regulates game play.

Processors or other components of the game system may also include adictionary and/or thesaurus to aid game play and may include adictionary of commonly used text words and phrases, such as “LOL”,“TTYL”, “How R U?”, etc. This may be particularly helpful in gameshaving a free-composition or spelling component.

The game controller 203 may be a stand-alone controller (e.g., aconsole), including hardware and/or software, or it may be completely orpartially software configured to run on a general computer (e.g., a homecomputer) or on a server (e.g., a website). In some variations the gamecontroller is integral with the phone keypad mat 201. In othervariations the game controller 203 is a separate unit, as shown in theexample of FIG. 2A. FIG. 2B is an alternatively illustration of onevariation of a computer system being used by a player 107 to send a textmessage (displayed on a screen 105).

The game controller 203 may also receive inputs other than just thephone keypad foot mat inputs 201. For example, optional inputs from auser 207 and an external input 209 are indicated in FIG. 3. A user inputmay include a button, switch, dial, or the like that may be on the gamesystem. For example, the game system may include a control allowingselection of the game variation, the number of players, the difficultylevel, etc. The system may also include an on/off switch. Externalinputs may include cell phone text messages (e.g., received by thesystem), inputs from a computer or external server or network (e.g., fornetworked game play).

As mentioned, any appropriate output 205 may be used with the gamesystem. In some variations the game includes a dedicated display (e.g.,screen, monitor, projector, etc.). The output may also be a televisionmonitor 211 or computer monitor, or a computer 212 or cell phone 213.The connection to the output device may be wired (e.g., via a cable orcord), or wireless (using technologies such as Bluetooth or otherwireless communication devices and methods). Thus, the game controllermay also include an output interface 217 for formatting and/orcontrolling output. In some variations the device allows multipleoutputs, either simultaneously or alternatively.

As mentioned above, the game system may be used to play any appropriategame. For example, the game system may be used to play a tutorial typegames (e.g., copying a provided word or phrase) which may be timed orand checked for accuracy. Physical challenges (e.g., instructing whichfoot or other body part to use for texting) may also be part of any ofthe games using the system. Other types of games include quiz/answergames, including trivia games, learning games for learning spelling,vocabulary, other languages, geography, science, math, and the like.Games may include word games (e.g., hangman, fill-in-the-blank, “madlibs”, etc.), spelling challenges, or the like. Puzzle games (e.g.,unscrambling words, crosswords, scrabble, etc.) may also be played.Typing of words could also lead to shooter activation or other types ofgame play. The game system may also be used to communicate (e.g.,send/receive text messages) with other players or with other textmessaging systems (cell phones, PDAs, etc.).

The game systems described herein may also be used with other games,including computer games, to control input, e.g., by providing textmessage input. For example, the game system may be used to control theactions of a video or computer game character.

While the devices and methods for using them have been described in somedetail here by way of illustration and example, such illustration andexample is for purposes of clarity of understanding only. It will bereadily apparent to those of ordinary skill in the art in light of theteachings herein that certain changes and modifications may be madethereto without departing from the spirit and scope of the invention.

1. A text messaging exercise game system, the system comprising: akeypad foot mat having a plurality of input regions for inputtingalphanumeric characters, wherein the mat is configured to allow a userto input text by stepping on the input regions; and a game controllerconfigured to receive data input from the keypad foot mat as text, andto output the text to be displayed by an output device.
 2. The system ofclaim 1, wherein the keypad foot mat resembles a phone keypad.
 3. Thesystem of claim 1, wherein the keypad foot mat resembles a computerkeyboard.
 4. The system of claim 1 further comprising an output deviceconfigured to display the output text.
 5. The system of claim 4, whereinthe output device comprises a video screen.
 6. The system of claim 4,wherein the output device comprises a phone or PDA.
 7. The system ofclaim 1, wherein the keypad foot mat is a flexible mat.
 8. The system ofclaim 1, wherein the keypad foot mat comprises projected images ofbuttons or button regions.
 9. The system of claim 1, wherein the footmat includes an enlarged image of a phone keypad and the input regionscorrespond to buttons on the image of the phone keypad.
 10. The systemof claim 1, wherein the input regions of the keypad foot mat eachcomprises a sensor configured to detect a user stepping on that inputregion.
 11. The system of claim 1, wherein the game controller comprisesa processor configured to provide a message output to be responded tousing the keypad foot mat.
 12. The system of claim 1, wherein the gamecontroller comprises an output interface for formatting the output. 13.A text messaging exercise game system, the system comprising: a phonekeypad foot mat having a plurality of different regions corresponding toalphanumeric characters, wherein the mat is configured to allow a userto input text by stepping on the mat regions; and a game controllerfunctionally connected to the phone keypad foot mat, and configured toprovide a first text to be responded to, and further configured toreceive a response text from the phone keypad foot mat, and to output ascore based on the response and the first text.
 14. A method of playinga text messaging game, the method comprising: presenting a firstmessage; receiving a response text from a keypad foot mat; scoring theresponse text based on the first message; and providing an output basedon the score or the response text.
 15. The method of claim 14, furthercomprising detecting footsteps on the phone keypad foot mat to generatea response text.
 16. The method of claim 14, further comprising timingthe receipt of the response text.
 17. The method of claim 14, furthercomprising scoring the response text based on how similar the responsetext is to the first message.
 18. The method of claim 14, furthercomprising scoring the response text based on the timing of the receiptof the response text.
 19. The method of claim 14, further comprisingdisplaying the first message, the response text, and the output.
 20. Themethod of claim 14, further comprising providing a reward based on thescore.
 21. The method of claim 14, further comprising displaying ananimation based on the score or the response text.
 22. The method ofclaim 14, wherein the first message comprises a text to be copied as theresponse text.
 23. The method of claim 14, wherein the first messagecomprises a question to be answered as the response text.
 24. The methodof claim 14, wherein the first message comprises a puzzle to be solvedas the response text.
 25. A text messaging exercise game system, thesystem comprising: a keypad foot mat having a plurality of differentregions corresponding to alphanumeric characters, wherein the mat isconfigured to allow a first user to input texts by stepping on the matregions; a game controller functionally connected to the keypad footmat, the game controller configured to transmit a text from the keypadfoot mat to a remote digital game media and to receive messages from theremote digital game media; and wherein the remote digital game media isconfigured to receive input from the first remote keypad and to transmitthe received input to a second user.
 26. The system of claim 25, whereinthe remote digital game media comprises a website.
 27. The system ofclaim 25, further comprising a display configured to display themessages received from the remote digital game media.
 28. The system ofclaim 27, wherein the remote digital game media is configured to receiveinput from a plurality of remote keypads and to transit the receivedinput to a plurality of users.
 29. A method of playing a text messaginggame, the method comprising: presenting a first question; receiving aresponse text from a keypad foot mat; scoring the response text based onthe first question; and providing an output based on the score or theresponse text.
 30. The method of claim 29, wherein the first question isrelated to a text based game.
 31. The method of claim 30, wherein thetext based game is a quiz game.
 32. The method of claim 30, wherein thetext based game is a number game.
 33. The method of claim 30, whereinthe text based game is a spelling game.
 34. The method of claim 30,wherein the text based game is a vocabulary game.